Biocombustion

This power is most often used during any sort of brawling or hand-to-hand combat by Jedi who wish to add a little extra heat to their offense. By controlling the blood and tissue temperatures in various parts of her body, a Jedi can concentrate energy and cause a certain area of her flesh to become incredibly hot, to the point of burning like hot metal.Biocombustion - D6 StatsControl Difficulty: DifficultRequired Powers: Absorb/dissipate energy, control painThis power can be kept up.Effect: When the power is activated, the Jedi selects a part of her body in which to increase the temperature, such as hands, feet, shoulders, etc. If the difficulty roll is successful, that portion of her body becomes sizzling hot, to the point where any contact with that portion of her body does 1D of heat damage. This can be used to add damage to a brawling roll, or to cause damage while defending.Biocombustion (Force Skill) - d20 StatsBiocombustion (Con)Trained only; requires the Force-sensitive and Control feats.
By controlling the blood and tissue temperatures in various parts of her body, a Jedi can concentrate energy and cause a certain area of her flesh to become incredibly hot, to the point of burning like hot metal.Check: When the power is activated, the Jedi selects a part of her body in which to increase the temperature, such as hands, feet, shoulders, etc. If the difficulty roll is successful, that portion of her body becomes sizzling hot, to the point where any contact with that portion of her body does extra heat damage. This can be used to add damage to an attack roll, or to cause damage while defending. Use the following table to determine the bonuses granted:

Result

Bonus Damage

10-15

+1d3

16-25

+1d4

26+

+1d6

Retry: A failed attempt at activating this power deals 1d3 points of Wound damage to the character.Vitality Point Cost: 4Biocombustion - Saga Edition StatsBiocombustion
You use the Force to increase your body temperature, allowing you to make your body into a heated weapon. Time: Swift action. Target: You.

Make a Use the Force check. The result of the check determines the result, if any.

DC 15: You deal an additional 1d6 points of damage on your unarmed attacks. If the attack is a critical hit, this damage is fire damage.
Additionally, each time a creature deals damage to you with a melee attack while not using a weapon before the end of your next turn, the creature takes 1d6 damage.DC 20: As DC 15, except your unarmed attacks deal an additional 2d6 points of damage.DC 25: As DC 15, except your unarmed attacks deal an additional 3d6 points of damage.

Special: You may maintain your concentration to retain this additional damage from round to round. Maintaining the biocombustion is a swiftaction, and you must make a new Use the Force check each round.